Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
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c894f6e094
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e92fd2b6f3
10 changed files with 169 additions and 111 deletions
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@ -34,20 +34,29 @@ Pathing compute_paths() {
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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level.world->query<components::Position>(
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[&](const auto ent, auto& position) {
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// first, put everything of this type as a target
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level.world->query<components::Position, Comp>(
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[&](const auto ent, auto& position, auto&) {
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if(ent != level.player) {
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if(level.world->has<Comp>(ent)) {
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paths.set_target(position.location);
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} else {
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// this will mark that spot as a wall so we don't path there temporarily
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walls_copy[position.location.y][position.location.x] = WALL_PATH_LIMIT;
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}
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paths.set_target(position.location);
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}
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});
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level.world->query<components::Collision>(
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[&](const auto ent, auto& collision) {
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if(collision.has) {
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auto& pos = level.world->get<components::Position>(ent);
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walls_copy[pos.location.y][pos.location.x] = WALL_VALUE;
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}
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});
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paths.compute_paths(walls_copy);
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auto pos = GameDB::player_position().location;
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matrix::dump("compute_paths walls", walls_copy, pos.x, pos.y);
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matrix::dump("compute_paths input", paths.$input, pos.x, pos.y);
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matrix::dump("compute_paths paths", paths.$paths, pos.x, pos.y);
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return paths;
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}
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@ -57,7 +66,7 @@ DinkyECS::Entity Autowalker::camera_aim() {
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if(level.collision->something_there(fsm.$main_ui.$rayview->aiming_at)) {
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return level.collision->get(fsm.$main_ui.$rayview->aiming_at);
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} else {
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return 0;
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return DinkyECS::NONE;
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}
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}
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@ -124,17 +133,19 @@ void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos)
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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auto &level = GameDB::current_level();
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bool found = paths.random_walk(target_out, false, PATHING_TOWARD, 4, 8);
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auto found = paths.find_path(target_out, PATHING_TOWARD, false);
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if(!found) {
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if(found == PathingResult::FAIL) {
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// failed to find a linear path, try diagonal
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if(!paths.random_walk(target_out, false, PATHING_TOWARD, 8, 8)) {
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if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
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path_fail("random_walk", paths.$paths, target_out);
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return false;
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}
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}
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if(!level.map->can_move(target_out)) {
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fmt::println("----- FAIL MAP IS, cell is {}", paths.$paths[target_out.y][target_out.x]);
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level.map->dump(target_out.x, target_out.y);
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path_fail("level_map->can_move", paths.$paths, target_out);
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return false;
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}
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@ -143,15 +154,18 @@ bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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}
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void Autowalker::rotate_player(Point target) {
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auto rayview = fsm.$main_ui.$rayview;
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// auto dir = facing > target_facing ? gui::Event::ROTATE_LEFT : gui::Event::ROTATE_RIGHT;
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auto dir = gui::Event::ROTATE_LEFT;
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fmt::println("ROTATE TO: {},{} aim is {},{}",
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target.x, target.y, rayview->aiming_at.x, rayview->aiming_at.y);
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while(rayview->aiming_at != target) {
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send_event(dir);
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while(fsm.in_state(gui::State::ROTATING)) send_event(gui::Event::TICK);
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}
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dbc::check(rayview->aiming_at == target, "failed to aim at target");
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}
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ai::State Autowalker::update_state(ai::State start) {
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@ -160,10 +174,12 @@ ai::State Autowalker::update_state(ai::State start) {
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ai::set(start, "no_more_enemies", enemy_count == 0);
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ai::set(start, "no_more_items", item_count == 0);
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ai::set(start, "enemy_found",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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// BUG: so isn't this wrong? we "find" an enemy when we are aiming at one
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ai::set(start, "enemy_found", found_enemy());
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ai::set(start, "health_good", player_health_good());
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ai::set(start, "in_combat",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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@ -187,12 +203,15 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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start = update_state(start);
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auto a_plan = ai::plan("Host::actions", start, goal);
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auto action = a_plan.script.front();
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ai::dump_script("AUTOWALK", start, a_plan.script);
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if(action.name == "find_enemy") {
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status(L"FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths);
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send_event(gui::Event::ATTACK);
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face_enemy();
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} else if(action.name == "face_enemy") {
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face_enemy();
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} else if(action.name == "kill_enemy") {
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status(L"KILLING ENEMY");
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@ -213,7 +232,6 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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close_status();
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log(L"FINAL ACTION! Autowalk done.");
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fsm.autowalking = false;
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ai::dump_script("AUTOWALK", start, a_plan.script);
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} else {
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close_status();
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dbc::log(fmt::format("Unknown action: {}", action.name));
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@ -295,23 +313,25 @@ void Autowalker::process_move(Pathing& paths) {
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return;
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}
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rotate_player(target);
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if(rayview->aiming_at != target) rotate_player(target);
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// what are we aiming at?
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auto aimed_at = camera_aim();
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if(aimed_at && world->has<components::InventoryItem>(aimed_at)) {
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// NOTE: if we're aiming at an item then pick it up
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// for now just loot it then close to get it off the map
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send_event(gui::Event::LOOT_ITEM);
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send_event(gui::Event::LOOT_OPEN);
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} else {
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send_event(gui::Event::MOVE_FORWARD);
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}
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send_event(gui::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(gui::Event::TICK);
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}
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bool Autowalker::found_enemy() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::Combat>(aimed_at);
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}
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bool Autowalker::found_item() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
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}
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void Autowalker::send_event(gui::Event ev) {
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fsm.event(ev);
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fsm.render();
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@ -345,8 +365,14 @@ bool Autowalker::face_enemy() {
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auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
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if(found) {
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fmt::println("FOUND ENEMIES:");
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for(auto& ent : neighbors) {
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auto enemy_pos = level.world->get<components::Position>(ent);
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fmt::println("\t{}={},{}", ent, enemy_pos.location.x, enemy_pos.location.y);
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}
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auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
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rotate_player(enemy_pos.location);
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if(rayview->aiming_at != enemy_pos.location) rotate_player(enemy_pos.location);
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} else {
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dbc::log("No enemies nearby, moving on.");
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}
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